Abstract

This research explores the integration of information technology into physical education and uses augmented reality (AR) as an auxiliary tool to explore the impact of this teaching mode on the learning motivation, knowledge, and learning behaviour of beginner runners. A pre- and post-test control group design is adopted in this study. The study participants were 56 students implemented into a 16-session football teaching course. Before the teaching was implemented, the Learning Motivation Scale, independent variables were different learning modes, while the dependent ones were the participants’ learning performances, including their learning outcomes and motives, as well as their skill learning behaviours. The findings of this research are as follows: first, the experimental group (using AR) achieves better learning outcomes for motor skills than the control group. The experimental group also experiences stronger learning motives and better motor skill performances than the control one. Finally, the experimental group has a more positive attitude towards using the teaching materials, and the materials are more acceptable to them in comparison to the control one. This research contribution uses the advantages of AR to adopt an innovative teaching model, which can be highly appealing and motivating for learner behaviour. In practice, it also solves the deficiencies in the integration of information technology into physical education at this stage.

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